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[WIP] Al-Qadim: Episode 1 - Thieves of Halwa


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#26
ColorsFade

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koundog1 wrote...

Why did all the terrain in my exterior areas (the areas in the screenshots) get flattened and reset?
.


re-bake

#27
Friar

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Thanks for the suggestion
I created a back-up copy and am now re-baking the whole thing.

-----

Rebaking it didn't work.
Fortunately, the conversations, journal entries, characters, and items are all there.
I will miss some areas.
I love doing area design, so I think this time around I will bring along the smaller spots that I fell in love with and encorporate those on a fresh canvas.

This sets me back but it will work out for the best.
Only I think before I start designing I'm going to really address longstanding issues I have had with combining the .haks.
That way nothing will hold me back from really creating beautiful scenery.
I want the areas to coincide with the name the cities were given.
Huzuz - The City of Delights
Sikak - City of Coins
Jumlat- City of Multitudes
etc.

So the City of Solitude must really look like a city that is in the middle of nowhere sitting in solitude on a bluff. I want to be true to the cartography lore, but I dont have the maps for Halwa.

Modifié par koundog1, 07 avril 2013 - 07:08 .


#28
Tchos

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I don't know what would have caused your terrain to flatten (I don't think a hak can cause it), but I've experienced some rare bizarre occurrences with terrain in my larger areas. Backing up your files frequently is what I suggest. The file with your area name with the .TRN extension is the unbaked terrain. .TRX is the baked terrain. The .GIT file has the stored information on all of your placed instances like your triggers and placeables. I'm not sure what the .ARE file does, but I would guess it's the master manager of these individual resources. Back up those files, perhaps daily, perhaps also just before doing any major changes that you might want to undo after trying it.

Another way of backing up specific areas, if you don't want to deal with the files themselves, is by exporting the area into an .ERF.

Modifié par Tchos, 07 avril 2013 - 08:10 .


#29
Friar

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Thanks for that info Tchos.
I see if there is a way to peek at the .TRN and TRX.
The problem actually started with a back-up.

I transferred the mod file into drop box. I think I ran out of room and it didn't quite get all the information. When I put what info I did have back into the restored computer I think either
1) It didn't get all the info
2) I was building with override files.
3) The new hak I was building somehow conflicts with files or no longer has the files that were once on the old hak.

-----------------------------
On another note,
Does anyone know where I might find a city map for Halwa; not Zakhara?
I only got a description of Halwa's geography and political situation. That was in Land of Fate Campaign.
Just wondering if there is a visual map so that I can stay at least somewhat on track.

Modifié par koundog1, 07 avril 2013 - 11:16 .


#30
Tchos

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Dropbox should have multiple previous versions of any files you've uploaded there. If you view it through their web site, you can try selecting and downloading those previous versions, and see if they still work.  (That is, if you've previously uploaded working copies of your files before that last time.)

Modifié par Tchos, 08 avril 2013 - 12:06 .


#31
kamal_

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koundog1 wrote...

Thanks for that info Tchos.
I see if there is a way to peek at the .TRN and TRX.
The problem actually started with a back-up.

There is, but you're better off just remaking the terrain. http://www.kivinen.i.../downloads.html

sgk73 wrote the only explanation of using the trn/trx tools, and I expaneded it some for my own understanding of how to do what sgk73 did. There's no explanation of anything else.
http://kamalpoe.blog...und-be-two.html

#32
Friar

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Sounds like an opportunity to learn something new, but for now I think I'll just try erasing the copy of the mod file and then reinstalling it.

Maybe something happened when I loaded it into the toolset. I just remembered that it gave error messages then because the hak and tlk files it was using weren't in the proper NWN2 file folders.

#33
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Journal entry
------------------
Years ago, when I decided I would like to make a continuing series of adventures, I knew that I would need to build a strong foundation for a story that brought the character from humble beginnings to someone quite different by the later episodes.

I also realized that in addition to a strong story foundation I would also need a strong technical foundation. What I mean by that is, while I was effortlessly cranking out story lines, I knew that the only thing that could hold me up is the technical pieces of bringing new content. Also, without convincing scenery the storyline would have trouble coming close to what I had dreamed up.

That being said, I decided a single .hak would be needed that included everything for building a "1001 Nights" vibe. I didn't want to have to keep going back and adding more to it while writing only to discover I might accidentally overwrite an appearance 2da. That would distract me from writing the story and then hold up my production as I would have to think more technically than creatively.

Additionaly, I didn't want .hak files to overlap other .hak files and I didn't want to burden people interested in playing the series with files they are not accustomed to handling or have to go and put more on their computer when I should have known the adventure would eventually take the to an enormous city with giant towers topped with golden domes.

Here is the list of what I plan to add to the Al-Qadim world.

- Twinkle&Icingdeath v1.1 by Nurgoth Do'Urden
I felt that having a greater variety of scimitar appearances would be helpful if not immediately then eventually.

- RWS Creature Conversion Project
I especially like the tiger and lions. The stirges are an essential terror to this tale as well.

- RWS Bridge Pack
The rope bridges will come in very handy! But I do not want to discount the beautiful arched bridge I saw in here. I may use this only once, but I keep in mind that while Zakhara is a whole lot of desert, it is also a whole lot of beautiful seawater and mountain ranges.

- Arsan Hood by Arsan
Not everyone will wear a turban, the face covering will protect the player character from suffocation in a sand storm and this gives variety for the roguish types.

- Hatsplosion! Hat & Helmet Pack by Schazzwozzer
The two turbans here are terrific and they come with their own icon. The helmets probably won't be used but I think this along with RWS work has been one of the most useful contributions to the community. There isn't much to it, but what it adds has been essential to any project I have tried to begin.

- Shirtless Saga Armor Pack, Volume 1 ... Volume 2 by Barrel of Monkeys and RunnerDuck
Ideally, a person will want to cover themself from the Zakhara sun, but everything from Genie's Curse to Sinbad comic books the men go shirtless. So, there you have it. I think most of the communities attention has gone towards mastering the female shirtless models so I commend these two modelers for their choosing a less popular route.

- Baron's Adobe Pack by Baron
I can't speak highly enough of Baron's work. This contribution is what encouraged me to go forward with my story. When I tried to create Calimshan in 2007 I decided to put this on the shelf. This addition encouraged me to try and at least finish one episode.

- RWS-CODI Sigil
I think the interiors will be nice for ancient tombs. Not sure I can get this to work though. I can't seem to find the tiles along with the other RWS titlesets from the All in one. It's likely another 2da conflict I will need to hammer out. I'm getting better at 2da comprehension but the work is really just keeping track of what is what so you don't keep tripping over yourself.

- Mounts BETA by Hellfire
I haven't implemented this yet and if I do it will probably be used very conservatively. I want to have a horse race that is inspired by the story of Hidalgo. I'm not sure how hellfire got this to happen, but I have a feeling it is going be a challenge getting it to work in the adventure. I think I once lead Hellfire to believe I wanted him to make rideable camels or walking camels. I don't have camels in the module, but if I did they would be purely for ambiance. The reason being is that Al-Qadim doesn't necessarily have "Inns" or "Taverns." Caravanserai are however places for traveling camel caravans to safely park their wares for a fee. Gossip and refreshments can be found there. Typically they are very large and have a courtyard with watering troughs. Anyway, I've beaten the subject of camels like a dead horse on the forums. .. er dead camel?

- BCK 1 - Oriental expansion
I am trying this out in a separate module, but can't find the art/models to see if it even works with the setting. I'll need to check if it even has a 2da which is what I'm suspecting is the issue. If someone knows where I can find screenshots of the models. Even if the models are tintable domes that offer little else than background appearance I could arrange them spatially and by size to look like the domes seen atop mosques and the like.

I have also been considering adding nudity for a more mature ambiance for the series. The reason being that there are Harems I need to fill for the nobility and when I looked at AD&D art as a kid or picked up National Geographic magazines I was fascinated by the taboos of other cultures and then of our own taboos. The problem with nudity is there just seems to be too many to choose from and they're kind of kinky.

#34
ColorsFade

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koundog1 wrote...



That being said, I decided a single .hak would be needed that included everything for building a "1001 Nights" vibe. I didn't want to have to keep going back and adding more to it while writing only to discover I might accidentally overwrite an appearance 2da. That would distract me from writing the story and then hold up my production as I would have to think more technically than creatively.


Same goal here. 

I just want installation to be as simple as possible for users, and I don't want them to have to worry about my campaign overwriting anything they are doing or anything else they are using. 

Good goals. 

#35
Guest_Iveforgotmypassword_*

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koundog1 wrote... The problem with nudity is there just seems to be too many to choose from and they're kind of kinky.


That's a problem Image IPB ?

Seriously though I was thinking about sticking a nude base in my hak but most people have probably got one in their override anyway so I'm not going to bother so long as you set the npc's default to naked it wont really matter and then it's up to the player what they want just let them know in the module description.

#36
Friar

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ColorsFade wrote...

Same goal here. 

I just want installation to be as simple as possible for users, and I don't want them to have to worry about my campaign overwriting anything they are doing or anything else they are using. 

Good goals. 


Precisely,
I even thought of toying with an .exe to make playing the game one easy click away from uploading it and then starting the game. But then I remember it was easy to put the files where they needed to be once I read some well written instructions. So I will definitely return that curtesy to others in case my module attracts some late bloomers to the Neverwinter Nights game.

#37
Tchos

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- BCK 1 - Oriental expansion
I am trying this out in a separate module, but can't find the art/models to see if it even works with the setting. I'll need to check if it even has a 2da which is what I'm suspecting is the issue. If someone knows where I can find screenshots of the models. Even if the models are tintable domes that offer little else than background appearance I could arrange them spatially and by size to look like the domes seen atop mosques and the like.

I have also been considering adding nudity for a more mature ambiance for the series. The reason being that there are Harems I need to fill for the nobility and when I looked at AD&D art as a kid or picked up National Geographic magazines I was fascinated by the taboos of other cultures and then of our own taboos. The problem with nudity is there just seems to be too many to choose from and they're kind of kinky.


I'll load up that Oriental expansion and take some screenshots for you in a few hours.

For nudity, try Skins for All Races.  Although it's not all races (no pack has yet included gnomes, half-orcs, or dwarves), the author has done an excellent job providing skin tints that match all other races, and provides bodies both with and without bare hands and feet.  It includes both male and female nudes, and it incorporates both Jester's and Zylch000's nudes for the females, and Necrolord's males (without genitals).

#38
Friar

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Iveforgotmypassword wrote...

koundog1 wrote... The problem with nudity is there just seems to be too many to choose from and they're kind of kinky.


That's a problem Image IPB ?

Seriously though I was thinking about sticking a nude base in my hak but most people have probably got one in their override anyway so I'm not going to bother so long as you set the npc's default to naked it wont really matter and then it's up to the player what they want just let them know in the module description.


lol!
Yeah that sounded wrong.
I might set the default to nude and haven't decided. It might be difficult or fun to have the city guards attack nude characters.

Since we're on the subject, I think it's funny how most men are endowed like the statue David whereas in NWN2 most men are endowed like Ron Jeremy. NWN2 men carry a well fed gnome in their pants it would seem.

#39
Friar

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----accidental double post----

Modifié par koundog1, 08 avril 2013 - 08:39 .


#40
Friar

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Tchos wrote...

I'll load up that Oriental expansion and take some screenshots for you in a few hours.

For nudity, try Skins for All Races.  Although it's not all races (no pack has yet included gnomes, half-orcs, or dwarves), the author has done an excellent job providing skin tints that match all other races, and provides bodies both with and without bare hands and feet.  It includes both male and female nudes, and it incorporates both Jester's and Zylch000's nudes for the females, and Necrolord's males (without genitals).


I'll try Skins for All Races and thanks for the tip!

What I meant is that  if there are already some screenshots and someone knows about them then let me know what I am missing, please. But if there aren't then I just need to add some 2da lines, probably. I'm not sure how to write 2da lines and have mostly just copy and pasted them but no time like now to learn how to write them.

#41
Tchos

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The version of the Oriental BCK that comes with the autodownloader version does not include a 2da file. Instead, it gives a text file telling you where to put the lines in your 2da.

I checked all of the placeables in the Oriental pack. They are all Chinese style, and none are the Persian spires you were looking for. I'll try the Eberron pack instead.

#42
Friar

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How do you do that so fast?!

#43
Tchos

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Okay, the Eberron pack is the one with the onion-shaped dome, as well as a bulbous dome-like object, although they are not in a classical design.  They glow, as seen in this screenshot.  http://vnmedia.ign.c...854_fullres.jpg

You can remove the glowing, but you'll have to either remove a file from the hak, or just not include it in your combined hak.  The glow file is plc_bc_ebwna01_i.dds.  Just the one with the _i on the end, which stands for illumination.  I think you'll also have to re-save the mdb with MDB Cloner to remove the reference to the file.  Alternatively, you can just replace the glow file with a file containing nothing but a black square, and that should also do it.

The domes are separate pieces, and can be resized and placed on top of any structure, so even though there are only two styles, you can use them flexibly.

As for doing it fast, I've just learned my way around the files.  You'll do the same if you keep digging around in haks and 2das like this.

Modifié par Tchos, 08 avril 2013 - 10:37 .


#44
Dann-J

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Yes - if you simply deleted the _i texture, you'd also have to remove the glow map from the MDB using MDB Cloner, otherwise you'd risk having the default 'missing texture' texture blending into the diffuse texture. Replacing every glow map (_i) with a small black texture is a good idea though.

Modifié par DannJ, 09 avril 2013 - 01:52 .


#45
Friar

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I didn't see it at first, but you are right. Those towers would be perfect minus the glow. I wonder if I could replace the glow file with something that might give the dome a dull sheen? Make them look like the cover of Land Of Fate.
http://www.tsrinfo.n...e/aq/aq-cod.htm

So, I downloaded the MDB and I will open that in a few minutes before going to sleep. But you gave me some food for thought when you said "onion-shape." Even if I found a onion model in the toolset I could fiddle with the sizes and disguise it to look like part of a building. Being able to adjust the sizes of things is just... awesome.

#46
Tchos

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You can give an object a dull sheen by changing its specularity. The specular map is the alpha channel of the normal map, which you'll want to have a mostly-black texture with some noisy grey, like in the default head skins' normal maps. You would not do anything to the glow map. I think there may also be some other property somewhere that applies a metallic shader to an object, but if there is, I haven't learned it yet.

#47
Friar

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Image IPB

I quickly plopped this into Silo 2 which is a fairly inexpensive program I got off of steam a while back.

After some of the things you said I realized it is really only the "onion shapes" that I need. If I could make those into models then I could stretch or size them any way I want. If successful I could plop the model/placeable atop any building I want.

It might be easier to do it this way, but right now I'm trying to find out if Silo can even create a file that is compatible with the toolset. I always run into these techie roadblocks.

#48
-Semper-

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no, it can't. but you could export an .obj and import it to gmax. afterwards you could use tazpn's tools to export a nwn2 model.

#49
Friar

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Well I went ahead and downloaded gmax. Seems like I'd be better off making the shapes there than in Silo 2.

The community there also has camels, but it looks like they are selling them for the cost for what it would be for a new game.

Finally, I spent a little time this afternoon breaking down my .hak

I got everything loaded in there but since becoming aware of MDB files I noticed I had scorpions in there somehow! Cool!
Strangely enough in the appearance.2da, there was no line for them. Wasn't sure how I was going to address that just yet.

I replaced the old hack with multiple issues with the new hack that I made sure had everything in it. Eagerly I started up the toolset.
A lot of my problems were resolved.
A few problems remained.
1) Scorpions?

2) interior tiles
I don't get it, I checked the 2da carefully and so why aren't the RWS tiles appearing?

3) The largest adobe building is gone which wasn't a problem in the adobe standalone hak.
Maybe I should have another peek at the standalone's 2da and compare it closely to the new hak.

4) I am distracted by the thought that there could be other things in the module which aren't showing up in the way the scorpion isn't. How am I going to find out?

5) Should I add swimming and mountable horses?
Eventually, the PC will explore the high seas like any good Zakharian should, but will that mean that eventually he is going to have to swim?
Horse race.. might it deviate from the storyline for the sake of me liking Hidalgo? lol

6) Going to have to find a way to finish making those shapes and then get those in the hak.

7) Still haven't added nudity, which maybe I'm so oversexed right now I don't have the same zeal for it being in there like I used to be. tmi sorry

#50
Tchos

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The scorpions are part of a pack including rust monsters, basilisks, snakes, xorns, carrion crawlers, dracoliches, and displacer beasts.  You can get the appearance lines from the 2da in that.

http://nwvault.ign.c...s.detail&id=150